Afrikaans
Akan
Albanian
Amharic
Arabic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
English
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
French
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Indonesian
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranรฎ)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Persian
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
So here i've jumped into a fresh version of Blender and i'm going to take the camera, i'm going
to press Alt G and Alt R to reset its location and rotation information then i'm going to drag
it down the y axis a little bit and press R X 90 to make the camera look straight at this cube
which we don't want, so we're going to select and delete it... sorry cube and then we're going to go
shift a mesh icosphere let's come over to the icosphere properties and turn this up to say
five subdivisions, in fact we can jump into our camera just to make sure that's nice and smooth
for us, this is going to be our matcap essentially, so really we just want to create a square image
of this sphere basically, so we're going to right click and shade that smooth, i'm going
to select our camera by clicking on the border there, come over to the dimensions and i'm going
to left click and drag across here and set this to 512. typically a mac cap is 512 resolution
and now we need to zoom in a little bit to this sphere, so i'm pressing G and then double tapping Z
to move down its Z axis and then once i'm about there that's close enough, now i'm just going to
tap the sphere, press S and then scale this up ever so slightly, just so the edges peak
slightly out of frame there and now if we wanted this as a matcap we're ready to go but this is
a little bit boring because this kind of already exists, as this first matcap right here so let's
do something a little bit more unique. so if i was to turn off the overlays and then did
want to render what was in the viewport i'm going to need to come over to view
and then render the image from here, if we hit F12 to render we're going to see our actual
lighting at play in the scene, there so if we just come over to our rendered view this is basically
what we're looking at, this is clearly what we're going to get because of the light that we've got
in our scene and also the world lighting that we happen to have so let's come over to the shading
editor, press the zero on the numpad to jump in and then let's come over to rendered view, i'll select
this sphere and i'll just give it the material that was in the scene, the one that was on the cube
a moment ago and then let's jump over to the world and let's add in a texture, environment texture
let's plug that in and then all we need to do here is just open up an hdri, now we can pick some great
is up at Hdri Haven and for this example i'm going to use this circus arena hdri and then
just download one of these options here, for our purposes this doesn't need to be very big, so i'm
just going to get the 2k version and i've cut forward a little bit here because i've simply
navigated to where i've downloaded and opened it up into this node, with that done we can see
the lighting having an effect already on our sphere, let's take a look at our filters here
actually and i'm just going to turn on some of these other options, really all i'm after
uh these two icons though, i'm just going to turn off that light, that was in the scene and now if
we come back over to the object we can do some more interesting things with this sphere, so we
can make it completely metallic for example and then we can use that as a matcap if we liked or we
can change our base color around, but i'm going to keep that white and then another important slider
is going to be roughness here and also our specularity, though for the specularity to kick
in we're going to need to be a non-metallic surface, so we can get a super diffuse looking
almost velvety like surface like this or we can add in some of those highlights there now for this
i'm going to crank up the metallic nature of this and reduce the roughness right down, just enough to
give some of these lights a little bit of a glow, with that done when we render now this could be
our new matcap, i'm not quite going to take this exact image like this though i'm going to jump
over to the compositing workspace and select to use nodes and what i'd like to do here is simply
have the very edges of the sphere expand out into the corners of this square image, so first of all
to do that actually we're going to need to turn on transparent and then if we were to render again
we're going to see our checker pattern in the background, there let's control shift click on this
to generate our viewer node as well, going to Shift right click across there across the noodle lines
to just join them into one there and then what i'd like to do is look for the inpaint node, it's
within the filter menu and then i'm going to drop that in and then basically what this is going to
do is exactly what we want, if i keep expanding this we can see that it's starting to take the
value of the border edges there and take it all the way out, around 150 seems to get all the way
to the borders there, with that done i can just hit F12 and go to image and save as and then i'm
just going to navigate to where we want to save this and the file format we need to be an Open
Exr multi layer and then we can call out whatever we like, matcap circus for example and then let's
just click save as image. here i've opened up that file that we just saved in Krita and what's cool
about this is we can actually see all the separate passes here i can turn off the depth pass for
example or maybe just work on the combined and so we can treat this a little bit, i can go into the
filter menu and do something a little bit more unusual, like artistic and oil paint perhaps and
then from here i can set this down quite low, maybe to something like 10, maybe set this up really high
to 5 and then maybe just give it a moment to work itself out, allow it to render and now we have
something that looks kind of painted, but i'm just gonna lessen this effect, basically just play with
the settings until it all feels good, i think i'm actually just going to stick with pretty much what
we've got right out of the gate with one and maybe 20 and then click ok and then just go back to our
filters and apply that filter again, by the way there are other really good options here, like
this half tone effect or we can pixelize it, but that's something we can actually do within Blender
as well, so be sure to check out the pixelization method mentioned on the course but just taking
your image into another piece of software just to see what magic can be made there also, it's always
a little bit of a fun aside, especially when it's still within the realms of open source and free
and available to all. so with that i'm going to click ok and now we can go and save that again
as an Open Exr, let's call this one matcap circus oil and i'll save it and let's flatten the image
now let's jump back over to Blender and switch to the shading workspace and let's come over to the
solid shading view, click on the pull down menu switch over to matcaps click on the cog icon
let's click on the install button, navigate to where we exported that and there it is for me
click on install light, there it is it popped up, now we can close this and select it as a matcap
option and there it is in the last slot then we can take a moment and revel in the glory of our
custom mapcap! :) in fact let's see in play on the objects we were using to demonstrate the other
shaders and once more revel in the glory of this metallic looking oil painterly version of the
circus scene from hdri haven, many many thanks to them as always, awesome work! now there's nothing
necessarily stopping us from not even using uh... hdri so if we switch back over to rendered
and jump back into the camera we could instead enable our lights and create various interesting
reflections in our sphere with actual geometry in the scene, especially if we were to use Cycles and
get some more realistic reflections in there, but rather than going that approach let's try another
option which is to manually paint something within Blender i personally think the painting tools are
pretty fun within Blender so i'm going to jump over to the texture paint workspace, zero on the
numpad to jump into the camera and it's pink at the moment, letting us know that we haven't got
anything to paint on so here i think i'm going to click on a single image for the moment and click
on new and this can be 512 as we've mentioned, and i'm going to call this matcat paint and just
use all the defaults otherwise, now this already looks like it's being affected by a light and so
what i'm going to do is just change back over to flat shading and try to paint within the view, we
can see we're definitely having an effect there, we can also switch over to the 2d view here and paint
within here, let's see where that actually landed on the backside, now it actually isn't really very
useful to be painting onto the reverse side of that there, so i'm going to use a little bit more
space on this uv map, so i'm going to tab into edit mode and then simply with everything selected
press U and then Project from View and then tab back into paint mode and then it's just a matter
of painting in whatever highlights we wanted on the sphere, setting up the render and then we can
use that as a matcap, something to bear in mind is that we do need to make sure that we save the
.blend file and the image these are kind of two separate things what i like to do actually is
go to the image menu and then actually pack this image within the blend file and then when we go
to save the blend, the image should be saved along with it, but if we see a little asterisk up here
that means that the image is altered and it's worth going back and then doing that again, so
if i click here we should find the asterix and even though i've actually just saved the .blend
file we need to make sure to click save also, and down here i've got packed to ... image
now we just need to really set up to paint properly, so if we were to hit F12 to render this
is not our painting, so i'm going to click that away and head back over to the shading workspace
which is currently set to see the matcap from before, so i'm going to switch that back over to
rendered, switch back over to the object and then i'm going to click and drag the little image icon
from here and put it into the the shader graph area and then i'm going to Control Shift click
on this and now we can see things appear to be as they should, so if we hit F12 now that's the sort
of thing we're looking for, admittedly it doesn't look that great right now, but let's have a little
fun just painting something on here so i'm going to switch back over to the texture paint workspace
and there's one setting that we need to make sure that we've got under control because if i press
F to resize the brush here a little bit and try to paint at the edges at an extreme angle from
the camera, that likely what you're painting might be distorted, so by default we can't actually paint
right to the edges, but we can just change that, so let's come over to our falloff menu and find the
normal falloff area and then we can just disable that, now when we paint we get all the way to the
edges, let's middle click and come back over to here so first of all i'm going to decide on its
general albedo color, so i'm going to come over to the fill tool and then click on the color swatch
and maybe bring this down to mid-gray somewhere and then if we just click, we're going to fill that
at first i'm just going to do shadow and light in black and white and then if we want to add color
we can alter that later, so i'm going to jump back over to the general paint brush tool and let's
put this into the darks to just give it its shadow and i'll left click and drag across here, something
like this, now the problem that we've got here, is we're getting a little bit of black peeking in
to areas where we don't want it especially up here and that's because our uvs are slightly outside of
the border, so i'm going to just switch this to a uv editor, tab into edit mode select them all press
S to just scale that down a little bit, hopefully that should give us more consistent results, now
let's switch back to the image editor and then it does look correct at the moment, but let's see if i
was to continue painting dark at the bottom there, yeah it looks like that's okay! i think i've gone
a little bit too dark there actually i'm going to give it more of a slightly lighter shade at first
and reserve the darker shade for just at the very bottom, while holding S i can click and that will
reset us back to this other shade, the shade that we had here, i'm going to press F to just
shrink down the brush here, a little bit and just paint away a little bit of that shadow that i
didn't really want and then also i'm going to just suggest there's a little bit of bounce lighting at
the bottom, so i'm going to lighten this up again and just give this just at the very very edges
a little something like this, then while we're at it let's give this area a little bit of a
brightening up, maybe a touch brighter again and yeah i'm pretty happy with that, to a point it's
still pretty sloppy though, to be fair though i'm going to jump back over to the Smear brush and
just kind of create a little bit more consistent edges, so it's a little soft in a lot of places, so
i'm going to try and do some swirly stuff here and there, just clicking and dragging along the edges
there just mixing the colors together a little bit, which gives it a much more almost organic paint
look i think, let's swirl these around a little bit, almost like they're suggesting some sort of cloud
formation and this is kind of like some horizon, in this area we could put any number of values within
this general mid gray to dark gray range and it just all fit together really really easily and
really nicely, i'm just going to try swirling it around a bit, almost creating like a planet or a
marble of some kind, okay i think that looks reasonable, what i'll do now is pop back over
to the texture drawer, change this from mix over to color, turn the strength right down
and then let's choose a color, say something in the blues initially, let's brighten that up a little
bit though, although actually it's probably only going to transfer a little bit of the
the bluishness of it rather than the brightness of it maybe i'll just give it a little bit of blue on
the very outside down here as well and maybe a little bit of oranges for the lower half perhaps
i switch that back to Mix and i think i'm going to take this back to something in the white range
and then just paint ever so slightly to suggest a little bit of atmosphere, take the strength down
even slighter and i think that'll do! so remember to save the image, if we hit F12 this is the kind
of result we get, then we can go to save it, save as an Open Exr multi-layer format and
call it anything you like and then simply click save as image, which is slightly off frame for me
in this instance here, we can close that now, switch over to our shading menu and this is what we can
see at the moment, well let's switch over to solid shading and there's our mat cap from earlier, let's
click on a little cog icon and install our new matcap install lite now for me actually
Blender crashed at that point so i've restarted Blender armed with a warning so be careful with
this stuff, make sure we save so i've managed to recover the image that we saved and i've placed
that into the texture node so if we were to render again with F12 we should get essentially the same
render and then again we could go to Save As and let me shrink this down this time, we can
save that wherever we like now, for some reason this image keeps crashing Blender when i save
it as an Exr but i just wanted to point out that it is actually possible to save as a png
and have that working as a matcap as well, so if we come down to our matcap cog drag this
into view, click the install find the .png version which i've just called painted one, install the
light there and note that we have a little bit of information as to where on your particular
computer the matcap actually gets installed and you'll have to delete it from there if you don't
want Blender to keep on crashing at this point when you install your matcaps and there we are
the .png version no less, so let's exit that come over to the the chevron of opportunity and click
over to the matcap sphere and there we go now we have what looks like almost exactly the same
apart from it's obviously stuck to the camera in the scene we also have these other objects to be
able to see the shader on, it's also worth noting that because of the outline solidify modifier
it's possible that we might need to make sure that we have backface culling enabled, otherwise
kind of the matcap might look a little bit upside down because of the flipped normals i think,
i've got backface culling on in this example, and there's our gloriously painted matte cap.
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.